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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8149868" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 41: May 1988</u></strong></p><p></p><p></p><p></p><p>part 1/5</p><p></p><p></p><p></p><p>32 pages. The trouble with meeting and picking up your adventure hooks in taverns is that there's not much privacy and you never know who's listening. There might be spies actively looking out for trouble to get involved in, or other adventurers who decide to either foil you or beat you to the prize. Either way, it's definitely added complications that'll make your path much rockier. Let's see if this issue manages to avoid the obvious pitfalls, or winds up leading us into a trap or betrayal. </p><p></p><p></p><p></p><p>Notes From HQ: It's been a good 5 years since they established an XP system for RPGA members, so you could honestly call yourself an Xth level player or DM. In that time, a number of cracks and loopholes have come up in the scoring, so they've decided it's time for an overhaul. They're adding some new ways to earn points, fiddling with the weighting on existing methods, and making the overall number of points needed to earn each level higher, especially at the top levels so there's no risk of people maxing them out anytime soon. It's all about making everyone feel valued, while preventing a few people from running away with all the best stuff because they concentrate on what earns points over what makes for a good play experience. The usual problem in any large multiplayer interactive experience. If you don't keep on tweaking the rules, someone will eventually find a way to exploit them, and if you don't patch them, it will eventually ruin things for everyone else. It's an eternal struggle that I'm sure we'll see more of in the future. </p><p></p><p></p><p></p><p>Letters: Our first letter in another exceedingly long one from a Sunday School teacher trying to thread the needle between the fun parts of roleplaying, and the people in his community who are deeply suspicious of the concept. It's not the kind of problem you can solve with a grand gesture.To remove the stigma, you need to tackle them one-by-one, with regular exposure that shows how ridiculous their ignorant prejudices are. No substitute for actual feet on the ground doing the work, as any evangelist should know. </p><p></p><p>The second one is from frequent tournament winner Linda Bingle, complaining that if they mess with their scoring system too much, people like her will quit because it's no fun anymore. If you do change it, it should be to make the system more clear and consistent, not less. No surprise that the people the system currently favours would be the most worried about it's revision.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8149868, member: 27780"] [b][u]Polyhedron Issue 41: May 1988[/u][/b] part 1/5 32 pages. The trouble with meeting and picking up your adventure hooks in taverns is that there's not much privacy and you never know who's listening. There might be spies actively looking out for trouble to get involved in, or other adventurers who decide to either foil you or beat you to the prize. Either way, it's definitely added complications that'll make your path much rockier. Let's see if this issue manages to avoid the obvious pitfalls, or winds up leading us into a trap or betrayal. Notes From HQ: It's been a good 5 years since they established an XP system for RPGA members, so you could honestly call yourself an Xth level player or DM. In that time, a number of cracks and loopholes have come up in the scoring, so they've decided it's time for an overhaul. They're adding some new ways to earn points, fiddling with the weighting on existing methods, and making the overall number of points needed to earn each level higher, especially at the top levels so there's no risk of people maxing them out anytime soon. It's all about making everyone feel valued, while preventing a few people from running away with all the best stuff because they concentrate on what earns points over what makes for a good play experience. The usual problem in any large multiplayer interactive experience. If you don't keep on tweaking the rules, someone will eventually find a way to exploit them, and if you don't patch them, it will eventually ruin things for everyone else. It's an eternal struggle that I'm sure we'll see more of in the future. Letters: Our first letter in another exceedingly long one from a Sunday School teacher trying to thread the needle between the fun parts of roleplaying, and the people in his community who are deeply suspicious of the concept. It's not the kind of problem you can solve with a grand gesture.To remove the stigma, you need to tackle them one-by-one, with regular exposure that shows how ridiculous their ignorant prejudices are. No substitute for actual feet on the ground doing the work, as any evangelist should know. The second one is from frequent tournament winner Linda Bingle, complaining that if they mess with their scoring system too much, people like her will quit because it's no fun anymore. If you do change it, it should be to make the system more clear and consistent, not less. No surprise that the people the system currently favours would be the most worried about it's revision. [/QUOTE]
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